Exploring curation as a core competency in digital and media literacy education — from the Journal of Interactive Media in Education (jime.open.ac.uk); with thanks to Robin Good for the Scoop

Paul Mihailidis
Department of Marketing Communication, Emerson College, United States

James N Cohen
School of Communication, Hofstra University, United States

Abstract:

In today’s hypermedia landscape, youth and young adults are increasingly using social media platforms, online aggregators and mobile applications for daily information use. Communication educators, armed with a host of free, easy-to-use online tools, have the ability to create dynamic approaches to teaching and learning about information and communication flow online. In this paper we explore the concept of curation as a student- and creation-driven pedagogical tool to enhance digital and media literacy education. We present a theoretical justification for curation and present six key ways that curation can be used to teach about critical thinking, analysis and expression online. We utilize a case study of the digital curation platform Storify to explore how curation works in the classroom, and present a framework that integrates curation pedagogy into core media literacy education learning outcomes.

Confused about ed tech tools? New rating site for apps and games — from blogs.kqed.org by Katrina Schwartz

Excerpt:

To evaluate the bonanza of apps, games, and websites that claim to have educational value, Common Sense Media, a non-profit organization best known for rating commercial media for age-level appropriateness, has developed a new rating system called Graphite.

The site provides ratings of products in three categories: pedagogy, engagement, and support. Pedagogy is the highest weighted category, and is based on the depth and quality of content and how well it’s integrated into the mechanics of the reviewed game or website. The highest rated games require players to think critically about how to progress, and help build skills that are transferable. The engagement category measures how well the game grabs and keeps players’ attention, and the support category refers to the quality of tools the product offers to help learners when they get stuck. Support also includes tools for parents or teachers so they can help a learner and gets higher marks if it offers content in a variety of ways, catering to different types of learners. Some examples might be clear tutorials or content offered with both visuals and text.

 

From DSC:
1) To start out this posting, I want to pose some questions about “The Common Core” — in the form of a short video. <— NOTE:  Please be sure your speakers are on or you have some headphones with you — the signal is “hot” so you may need to turn down the volume a bit!  🙂

With a special thanks going out to
Mr. Bill Vriesema for sharing
some of his excellent gifts/work.

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DanielChristian-SomeQuestionsReTheCommonCore-June2013

 

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Having asked those questions, I understand that there is great value in having students obtain a base level of knowledge — in reading, writing, and basic math.  (Should we add keyboarding? Programming? Other?  Perhaps my comments are therefore more appropriate for high school students…not sure.)

Anyway, I would be much more comfortable with moving forward with the Common Core IF:

* I walked into random schools and found out which teachers the students really enjoyed learning from and whom had a real impact on the learning of the students.  Once I identified that group of teachers, if 7-8 out of 10 of them gave the Common Core a thumbs up, so would I.

* The Common Core covered more areas — such as fine arts, music, drama, woodworking, videography, photography, etc.    (Just because STEM might drive the economic engines doesn’t mean everyone enjoys plugging into a STEM-related field — or is gifted in those areas.)

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2) Secondly, here are just a few recent items re: the Common Core:


 

Good Read: Who’s Minding the Schools? — from blogs.kqed.org by Tina Barseghian

Excerpt: (emphasis DSC)

For those uninitiated to the Common Core State Standards, this New York Times article raises some important questions:

“By definition, America has never had a national education policy; this has indeed contributed to our country’s ambivalence on the subject… The anxiety that drives this criticism comes from the fact that a radical curriculum — one that has the potential to affect more than 50 million children and their parents — was introduced with hardly any public discussion. Americans know more about the events in Benghazi than they do about the Common Core.”

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The Common Core Standards

 

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Editorial: Make the Common Core standards work before making them count — from eschoolnews.com by Randi Weingarten
AFT President Randi Weingarten calls for a moratorium on the high-stakes implications of Common Core testing until the standards have been properly implemented.

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How to train students’ brains for the Common Core — from ecampusnews.com by Meris Stansbury
Excerpt:

According to Margaret Glick, a neuroscience expert and educational consultant at the International Center for Leadership in Education (ICLE), the Common Core State Standards and the accompanying assessments will cognitively require more than past standards. “They will require a deep understanding of content, complex performances, real-world application, habits of mind to persevere, higher levels of cognition and cognitive flexibility,” Glick said during “The Common Core State Standards and the Brain,” a webinar sponsored by the Learning Enhancement Corporation.

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Common Core testing will require digital literacy skills — from ecampusnews.com by Dennis Pierce
Excerpt:

It also will require students to demonstrate certain digital literacy skills that go beyond the core curriculum, observers say. These include technology operational skills such as keyboarding and spreadsheets, as well as higher-order skills such as finding and evaluating information online. And many observers have serious concerns about whether students will be ready to take the online exams by the 2014-15 school year.

 

Minn. moves ahead with some Common Core education standards — from minnesota.publicradio.org by Tim Post

 

Carry the Common Core in Your Pocket! — from appolearning.com by Monica Burns

Excerpt:

Whether you are a parent or educator, you have likely heard the buzz around the Common Core Learning Standards. Here’s the deal.

Across the United States schools are adopting these national standards to prepare students for college and careers by introducing rigorous content to children in all subject areas. The standards cover students in Kindergarten through Grade 12 in English Language Arts and Mathematics. The Common Core Standards app by MasteryConnect organizes the CCLS for students, parents and teachers with mobile devices.

 

 

Addendum on 6/19/13:

Addendum on 6/27/13: 

 

State systems go MOOC — from insidehighered.com by Ry Rivard

Excerpt (emphasis DSC):

Universities from New Mexico to New York will join Coursera in a sprawling expansion of the Silicon Valley startup’s efforts to take online education to the masses.

Together, state systems and flagship universities in nine states will help the company test new business models and teaching methods and potentially put Coursera in competition with some of the ed tech industry’s most established players.

 

Also see:

  • A Q&A on the launch of Penn State’s first MOOC — from by psu.edu
    Anna Divinsky and Keith Bailey talk about the launch of the first of the University’s five massive open online courses.
    Excerpt:
    UNIVERSITY PARK, Pa. — Penn State launched its first massive open online course (MOOC), Introduction to Art: Concepts and Techniques, yesterday — an effort that has been three months in the making. Anna Divinsky, lead faculty member of the Digital Arts Certificate Program at Penn State, has been instrumental in creating the first of the five courses that Penn State is offering this year on the leading MOOC platform, Coursera.

The Vision & Philosophy Behind the Design of the Academic Cheating MOOC — from etale.org by Bernard Bull

Excerpt:

With these two concepts in mind, I sought to design a MOOC environment that blended the elements of xMOOCs and cMOOCs.  The vision was for me to serve as a sort of tour guide, occasionally directing people as needed, establishing suggested “sites” and activities.  And yet, I wanted to leave ample room for user-generated, group-constructed knowledge.  Here are some of the MOOC features that emerged from this vision.

 


Excerpt (with additional emphasis DSC) from an email I rec’d from personalizelearning.com’s Barbara Bray and Kathleen McClaskey, under the section entitled, “It’s All About the Conversations”


Personalized learning is becoming more than a “buzz word” — it is driving conversations. One of our posts, “Learners NOT Students,” has taken the conversations where we never thought they would go. A comment from Lisa Welch, K-2 teacher at Wales Elementary in Kettle Moraine, Wisconsin shared about being a student and a learner:

“When I was young, I was quite the “student”.  By this, I mean I was given the task, given the materials to complete the task, and then was told the time frame to do it in. I was VERY good at following directions which made me an excellent student. Now if only I was a good learner!”

Many of us were good “students” yet still had trouble learning. The conversations continue about what is Personalized Learning, transforming learning instead of reforming learning, learners taking ownership of their learning and teachers as partners in learning. We believe our purpose is to share what we learn from you and with you about ideas, resources, research, and from the journeys of educators and learners who are personalizing learning. This newsletter is about the conversations!


Also see:

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Person-Diff-Indiv-BrayMcClaskey-May2013

 

Below are some resources and some inspirational items re: learning spaces — from Calvin College’s Learning Spaces Learning Community, one of the Learning Communities that have been discussing and researching various items at Calvin College since last fall.   Members include Debra Buursma*, Jo-Ann VanReeuwyk*, Joel Adams, Pat Bailey, Marcie Pyper, Cynthia Slagter, and Daniel Christian.

* Co-Leaders of the Learning Spaces Learning Community


 

 

 

Harvard researchers: frequent tests increase retention in online learning — from elearningindustry.com by Andrew Winner

Excerpt:

A pair of researchers at Harvard University think they’ve got part of the answer. In a study run by Daniel Schacter, the William R. Kenan Jr. Professor of Psychology, and Karl Szpunar, a postdoctoral fellow in psychology, they found that interspersing short quizzes into online learning course can dramatically increase student retention of material.

 

YouTube another MOOP (Massive Open Online Pedagogy) Learning will not be televised, it will be digitised.  — from Donald Clark

and/or

More pedagogic change in 10 years than last 1000 years: Donald Clark at TEDxGlasgow

Some notes I took:

Lecture capture:

  • It’s dumb not to record lectures
  • Have to give more than 1 chance to hear a piece of content
  • Repeated access to content matters

Khan Academy:

  • 2800 videos;110 million viewed on YouTube
  • Short chunks of information
  • Flipped classroom

Sebastian Thrun

  • Flipped classroom

Social media

  • Scalable
  • Accessible
  • Has already changed the world of education forever

 

Day 15: Ideas for an Online Chapel — from Janine Lim

Excerpt:

Andrews University is a Christian school; and therefore faith integration in online learning is an important value and task. Among other statements, the Andrews University Mission Statement includes this: Andrews University students will seek knowledge as they understand life, learning, and civic responsibility from a Christian point of view. How this is done makes for interesting discussion and research. There are certainly many viewpoints on the best way to integrate faith and learning; as well as different views on what it really means.

In my view, though, the core is how an instructor’s whole being as a person of faith is evidenced in the teaching and learning process. The evidence may come in instructor-student interaction, in discussion on how the Christian worldview intersects with the content knowledge, in how students are viewed and treated as whole persons made in the image of God, in the instructor’s teaching presence.

Mayer & Clark – 10 brilliant design rules for e-learning — from Donald Clark

Excerpt:

Richard Mayer and Ruth Clark are among the foremost researchers in the empirical testing of media and media mix hypotheses in online learning. Their e-Learning and the Science of Instruction (2003) covers seven design principles; multimedia, contiguity, modality, redundancy, coherence, personalisation, and practice opportunities. Clear explanations are given about the risks of ignoring these principles – with support from worked examples and case study challenges. It should be a compulsory text for online learning designers.

Grad student turns heads in Norwegian schools with technology-charged pedagogy — from beditionmagazine.com by DC Brandon; with thanks to brian k (@iEducator) for posting this on Twitter

Excerpt:

Salerno says using video games in the classroom is a sure-fire way to get students excited about learning. She used the example of a social studies unit that students are taught in Norwegian schools. In one particular unit, they usually read a textbook chapter about famous explorers. In the game-based version of the unit, textbooks may be used but are not relied upon.

So how does she incorporate video games into a social studies lesson?

She uses a Microsoft product called Kodu, although she says there are many other software products that could be used, like Minecraft and Little Big Planet.

She breaks the unit down like this (from the perspective of a student):

  1. Choose an explorer to profile
  2. Research the explorer’s history online and in textbooks
  3. Create game map (games require planning to be successfully built)
  4. Create game details and missions, mark out important plot points
  5. Build world
  6. Build in characters and plot in the form of missions
  7. Demo game to classmates on “gameday”

 

Also see:

Back from March 2012:
Flipped learning: A response to five common criticisms — from November Learning by Alan November & Brian Mull

 

Also see:

 

http://novemberlearning.com/resources/

Excerpt:

Integrating technology with classroom practice can be a great way to strengthen engagement by linking students to a global audience, turning them into creators of digital media, and helping them practice collaboration skills that will prepare them for the future. Read a short introductory article.

Top 12 Teaching and Learning articles for 2012, part 1  — from facultyfocus.com by Mary Bart

Excerpt:

As another year draws to a close, the editorial team at Faculty Focus looks back on some of the top articles of the past year. Throughout 2012, we published approximately 250 articles. The articles covered a wide range of topics – from group work to online learning. In a two-part series, which will run today and Wednesday, we’re revealing the top 12 articles for 2012. Each article’s popularity ranking is based on a combination of the number of reader comments and social shares, e-newsletter open and click-thru rates, web traffic and other reader engagement metrics.

Top 12 Teaching and Learning articles for 2012, part 2 — from facultyfocus.com by Mary Bart

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